
				  Slash & Burn
				  rev 2/24/99

This is a "simulation" of tribal life in the Amazon basin.  As a Civ II scenario, it's a build game, not a war game.  There's fighting, (a lot, in fact) but it's mostly between the tribes and the wildlife; call it hunting and fishing.  The object is to make it to the end of the time period and to do it in such a way that your tribe has risen to be a force, one poised to make the next step, writing.  None of the jungle tribes of which I am aware ever attained the idea of writing.  Even the Incas lacked that, though their counting and recordkeeping was fairly sophisticated otherwise.  In the New World one has to travel north to the Mayas to find written language.  To develop such requires a certain solidity of society and a mastery of the local environment.  Once there is time to develop arts and crafts for their own sake, writing is close.  Future technologies here are renamed "Advanced Arts and Crafts."

Though the Portuguese mostly ended up with the area as its located in modern Brazil, the Spanish were the first to Explore.  The first Spanish explorer to see the Amazon River itself was Vincente Yanez Pinzon, who came across a patch of fresh water far out at sea.  He turned west to seek the source and was about 200 miles upstream before he realized he was in a river.  At the mouth the Amazon is 40 miles wide.  The first land he saw was probably an island.  He called it, at first, "La Mer Dulce," (the freshwater sea), and in that name he was closer to reality that he would later think.  The upper basin is a huge, shallow, inland sea in many respects.  This scenario tries to show the importance of the water in life there, but the map really has too little water for some of the area it represents.  The main river is navigable up beyond Iquitos, Peru, so using the ocean terrain (renamed "river/lake") is actually pretty accurate in this case.  


				Requirements

This scenario requires at least the "Fantastic Worlds" scenario pack since
that main module revision allows events and other functions this scenario
depends upon.  Without events technology will be frozen at a terribly early
stage, and I used some of the explansions to the macro language that FW provides, so it will error out with the earlier pack.  From the reviews, I'm not at all sure it will run with the latest multiplayer release since that is pretty buggy.

				Installation

No fancy installer yet.  Create a folder in the "scenario" folder in the Civ II game folder and name it "slash."  Within that folder creat a "sound" folder also.  Unzip the sound.zip file into the "slash" folder, then the slashsnd.zip file into the "sound" folder nested inside.  

If you want a bit more green in the atmosphere, you can backup your city.gif file in the main game folder (put it in the "library" folder is a good way) and copy the city.gif from the "slash" folder into the main game folder.  That is just a redone city screen and doesn't affect the mechanics of gameplay, just the look.

				Mechanics issues

Don't try "Goals" on the Science Advisor menu.  It's actually crashing my game, but in any case it can't give useful information except by chance.

WARNING:  When navigating the river beware the flood areas.  First, the way the events work the terrain change feature wipes all cities and units in the changed area.  That's why the message about strong currents.  Second, there is a bug in the code (surprise) that makes units in areas frequently changed invisible while they're there.  The sandabt in front of the Tucuna village on the island is a case in point.  The unit can be moved, but it can't be seen (unless a dry spell hits and beaches it, or a flood hits).

WARNING:  For some reason the game occasionally decides to move a unit for the player.  I don't know what's triggering it, any clues appreciated if you think you spot a pattern.  It seems to always grab a fortified unit (in a "game blind") and move it with a "goto" command.  The good news is it doesn't use the unit's movement allowance.  You can move the unit back (unless you're really unlucky and it attacked something!) the same turn.  this happens in the time between turns, not during your move.


	 			What is Different

In one word, everything.  Well, that may be a slight exaggeration as we're stuck with the same game engine, but the units look different and to some degree act differently, the terrain is different under the surface even if in some cases it looks similar, and most village improvements (there are no cities here, I wish I could divide the population display by 10,000!) look differently, though the act in much the fashion their standard counterparts do.

Resources are gained through hunting and fishing more so than from terrain to start, but be warned, this will not help you as much with villages beyond the first.  There are ways to make use of the fruits of the hunt in many cases, but the tribes are very focused on that first village and insist upon taking their game there.  In this the Tucuna have a large advantage, made up for somewhat by the higher values of the hunted versus the fished.

Remember the disband command.  You should use it a lot.  That is the fashion in which to use the fruits of hunting and fishing.  Though those units are technically trade units, like the trade porters, since they cannot move on their own, they do not function as trade units in the game.  They can contribute to building projects by simply being disbanded, but they cannot add to science or "gold" (wish I could change that "gold" too).  My intent is that they be converted to trade porters (by being disbanded to help build those) before they contribute to trade.  I know there are ways to cheat on this.  Go ahead if that's the way you want to play it, but don't complain to me if it makes things too easy. (Re-homing trade units is a definite bug.  Oh, and so is making a "to" and a "from" trade route when a "none" home city trade unit sets up a trade route.)


				     Units

The 'pedia should show the numbers on all these.  This is a brief description of the intent of the units.

			Tribal Units

		Townfolk
	Farmer		The settler equivalent.  Requires Slash and Burn.
	Trapper		The engineer equivalent.  Requires Snares and Traps.
				Can transform forests to game traps, and streams to
				fish traps.  An expensive way to settle, but great at
				slashing and burning.
	Gatherer		The basic starting unit.  Made obsolete by hunters,
				which happens pretty quickly with the highland tribe.
	Trade Porter	The caravan equivalent.  
	Trade Party		A couple of porters in a group, for moving resources
				from village to village more efficiently as much as
				for trade.  They take more resources, and you don't
				get that much more trade value, but they do result in
				a better lump of resources transferred at once, and 					they're more durable and move faster.
	Cantador		The diplomat.  You can't build these.  You get one
				with the learning of song and dance, and maybe another
				later.  Use them wisely.  They will appear in your
				tribe's first village, and will require support.  Plan
				for that.  (I'd make them alter-egos for the players, 				but I have a suspicion that is just one more way for 					the AI-run tribe to die early in solo games.
	Elders		A play addition.  This crowd of lazy older folk
				won't leave the village.  I had to put them in because
				the AI doesn't garrison well enough, even with a
				pallisade to triple defense.  They cannot be built,
				but a canny human player can make them work as the
				first village garrison for the whole game.  And I was
				nice and gave them an attack of 1 so they'd count as
				"martial law" garrison too.  They aren't free of
				upkeep though.  Even old people need to eat.
	
		Hunters
	Hunter       	The basic hunter, same as gatherer on defense, but a
				bit better at hunting.
	Spear Hunter	A more survivable hunter.  Spears give them reach and
				a stiffer defense.
	Archer		Archers have even more reach, but aren't so good at
				standing their ground.  Because bows are longer ranged
				and quieter than clubs or spears, archers effectively
				see farther.
	Blowgunner		Slightly different approach, but the same reach as 
				archers.  And the same problem defending.  Special  
				requirements to build this one.
	Hunt Party		Better able to manage long hunt trips.  Solid 						defensively and offensively due to numbers.  There is
				a special requirement here too. 

		Warriors
	Warrior		A different class of hunter.  Special requirements.
	War Party		For those times you are fighting to survive against
				the worst predators, humans.  Special requirements.

		Special
	Scout			Not spies, but quick, quiet and very aware.  They can
				hunt pretty well.


		Fruits of the Hunt (all immobile trade type units)
	Cai. Meat		The carcass of a caititu.  A few resources.
	Anta Meat		The carcass of a anta.  More resources.
	Kechada Meat	The carcasses of a hole pack of kechada.  Loads of 
				resources.
	Onca Pelt		The pelt of an onca.  More resources.
	Pir. Flesh		The carcass of a pirarucu.  More resources.
	Tam. Flesh		The carcass of a tambaqui.  Very few resources, but 
				some.
	Jac. Skin		The hide of a giant jacare.  More resources.
	Suc. Skin		The skin of a monstrous sucuri.  A few resources.
	Sur. Flesh		The carcass of a surubim.  A few resources.

		Riverfolk
	Raft			The basic river unit.  When dugout canoes come, they 
				go. Slow, not much for fishing, but can carry one 
				unit.
	Dugout			The standard cargo river unit.  Carries one much 
				faster.
	Cargo Canoe		A bit sturdier, a bit faster, and carries two.  More
				paddles help.

		Fishers
	Fisher			The first real fishing unit.  Still slow.  (Rafts are 
				awful.)
	Spearfisher		A real fisher in a real canoe.  Faster, better, not 
				cheaper.
	Expert Fisher		The name says it.
	War Canoe		Like the war party, except they live and sleep in 
				their canoes.  War canoes "fish" well, but that's not
				really what they're meant for...  And the expert
				fisher is better at spotting fish.  


			Wildlife Units

		Forest
	Caititu		A white-lipped pecarry.  Minor threat for hunters.
	Anta			A tapir.  Bigger, but not so dangerous otherwise.
	Kechada Pack	A pack of white-cheeked pecarry.  Very dangerous.  
				Climb a tree.  Jungle trees aren't very climbable, 
				oops.
	Onca			A jaguar.  A worthy opponent, though not so dangerous 
				as kechada.
	Curupira		An evil spirit of the woods.  Best left alone should 
				you see one.  That probably won't help though.
 	Army Ants  		A yards wide river of ants, stripping the jungle floor 
				clean.  A nuisance to the healthy, a possible threat 
				to the weak and slow.

		River
	Pirarucu		The prime fish in the waters.  Big, not too dangerous.
	Tambaqui		Smaller and easier for non-foshers to handle.
	Surubim			A large catfish.  Between the pirarucu and tambaqui as 
				prey.  More aggressive in the game than in reality.
	Jacare			A giant caiman.  The fisher's bane.  Trouble and not 
				the much meat.
	Sucuri			A giant anaconda.  More trouble for little reward.  
				Avoid them.
	Boto			A river dolphin.  
	Pium			A cloud of tiny biting flies.  Can be dangerous to the 
				unhealthy.


				   Terrain

Trade moves along waterways in the jungle.  This means other than some special resources, trade comes mostly from the river.  Once the forest is cleared, paths begin to have the effect of roads in the traditional game.  Even the streams are not as much good for trade as they are too small for ease of navigation, and tend to be crowded with bankside junk and thickets anxious to find some open sky.  There are some improvements that aid trade, and there are two concurrent trade units, though I'm not two are necessary at the moment.  I would like one to be a real improvement so both serve roles (the cheap slow one earlier, the more expensive, faster one later, but need to prove if the latter results in better trade routes... I think it will... before settling).

The research paradigm is set up to run on very little trade at first.  To help this, at least a dozen of the eighty or so technologies are awards.  The intent is also to make the tribes get out and explore rather than sitting in their clearings.  A "stay at home" strategy _might_ work to allow survival, but it will not result in a significant score. One village cannot grow enough: they cap earier than in the normal game.  There is at least one improvement that helps research, and the trade boosting ones contribute too.  When searching for those "natural" technologies, be aware that they all require some minimal combat at least, as the mechanics of the game forced that.  There is no other way I can come up with to reward a unit for reaching a certain place.  Also, you'll find the same discovery more than once in some cases, as the event macro language is a bit primitive.  Some technologies need to be found by both the tribes, and early, so the "JUSTONCE" command won't work.  I have several finds for thatch and vines, seed technologies of great importance, and you'll see that message generated a few times.  Most of the others you will see only once.  (If only the macro language allowed nested IF-THEN statements!)  They should work out pretty quickly as they aren't replenished once found and "killed."

Food is scarce except from special resources.  Plan new villages with care.  (This gives teh AI fits and I've pretty much despaired of seeing it actually plant a second village.)  Once some technologies for farming are developed, namely "farming," the tribes can actually get more crops from the thin soil than all but the best resources.  Farming will not help all of those resource squares as some are not farmable.  In these cases the trappers produce game traps or fish traps which boost the effects of the resource sometimes significantly.  The trapper unit is an engineer, meaning it works twice as fast as the basic settler type, the farmer.  The trapper can also trap.  The trapper costs a lot more, but could be gotten before the farmer.  Farmers are better for starting villages
as a result, but you'll have to judge the costs and benefits of using trappers for farming jobs too.  Both of these units eat a lot as their work keeps them from the normal supplementation of their diet with foraging.  The village supports them while they do community projects.

Resources in the early game are hunt driven.  This means the unit count will stay fairly low for "combat" units (the hunters and fishers) since the town won't be able to support large numbers until its native production is built up somehow.  But lost units can be replaced at the rate of one per turn after the very beginning as the meat stockpile will grow.  That's the way to build improvements, not sitting and waiting the long turns for the village to build them from the resources of its immediate surroundings.  Disband!

I've tried to downplay gold, though once trade gets moving, the supply increases.  It is used for support of some improvements, and can be used for normal game purposes.  A live tambaqui is worth no more than a dead one, so don't try to bribe it, just spear it.  
(Test for bribing abuses).

There is impassible terrain used to cordion off the private wildlife areas and such.  If those villages die, the ecology dissolves, and the play goes with it.  If you find a way, by chance, to break it, let me know, I'll try to work around it.  If you're playing to experience the difficulties of the situation, don't try to break it.  The steady supply of resources in the midgame, when the wildlife attacks are more of a nuisance than a  danger, is going to help your score, not hurt it.  It's also not nice to try to fool with Mother Nature, trust me.  

Terrain changes:
			move	def	prod	irr	mine	trap
	Beach		 1	 1	1/0/0	 n	  n	  n
	 Beach		 1	 1	1/0/1	 n	  n	  n
	 Beach		 1	 1	1/0/1	 n	  n	  n
	Plantings		 1      	 2  	1/0/0	+1f	 Clr	  n
	  Birds		 1     	  2  	2/1/0	+1f	 Clr	  n
	  Peppers		 1      	 2  	2/1/1	+1f	 Clr	  n
	Clearing		 1	 2	1/0/0  	 Pln	  n	  n
	  Clearing		 1	 2	2/1/0   	Pln	  n	  n
	  Clearing		 1	 2	2/1/0   	Pln	  n	  n
	High Forest	 1   	 4     	 1/0/0    	n      	 Clr     	Game
	  Monkey		 1   	 4   	  2/1/0   	 n       	Clr     	Game
	  Vines		 2    	 4     	 1/1/1    	n       	Clr     	Game
	Fish Traps	 2	 2	2/1/0	 n	  n	  n
	  FT/Pacu		 2	 2	3/2/1	 n	  n	  n
	  FT/Piau 	 	2	 2	3/2/1	 n	  n	  n
	Low Forest	 1	 3	1/0/0	 n	 Clr	 Game
	  Salt Lick		 2	 3	1/1/1	 n	 Clr	 Game
	  Mutum		 2	 3	2/1/0	 n	 Clr	 Game
	Stream		 1	 1	1/0/0	 n       	 n     	 Fish
	  Pacu		 1	 1	2/1/0	 n       	 n      	 Fish
	  Piau		 1	 1	2/1/0	 n        	 n     	 Fish
	Palm Swamp	 6	 1	1/6/0	 n	  n	  n
	  Igapo	 	 6	 1	1/6/0	 n	  n	  n
	  Igapo	 	 6	 1	1/6/0	 n	  n	  n
	Palm Trees	 1	 3	1/1/0	 n	  n	  n
	  Game		 1	 3	2/2/0	 n	  n	  n
	  Pupunhas 	 1	 3	2/2/0	 n	  n	  n
	Game Traps	 2	 4	2/1/1	 n	 Clr	  n
	  Game Trail	 2	 4	3/2/1	 n	 Clr	  n
	  Game Traps	 2	 4	2/1/1	 n	 Clr	  n
	River/Lake	 1	 2	1/0/1	 n	  n      	 n
	  Piracima		 1	 2	3/1/1	 n	  n      	 n
	  Tambaqui	 1	 2	2/2/1	 n	  n      	 n


	notes: 	The Palm Swamp terrain is not accessible to human players as things stand.
		That is used to fuel the Forest and River creature pumps.

		I tried to set up terrain so trapping wasn't a "do it everywhere" thing.  It
		is better, you'll notice, do trap where it makes sense, at least in the
 		forest.  It slows movement, and path building, so keep that in mind too. It
		does always pay some dividends, it just pays more in the prime spots.

		Also, keep in mind the terrain is rearranged so building paths is harder in 
		the forest than in clearings.  It's almost always better to clear trees 		first.


				The Special "Found" Technologies
				(as opposed to the awarded ones)

I had the events file giving you messages that gave a clue as to what was just found, but the text and special cases to do this ate more event bytes than I am willing to relinquish for messages that are annoying after the second time.  So I changed things so each of these special resources have a small, visible icon (rather than a forest one, making them invisible), which helps in finding them too, relieving me of needing to tell you in text.  (Even knowing generally where they were I found it pretty hard to find them in the cases of the two rarer ones, so I decided I could loosen up a bit.)  For now the list is:

		Vines 
			- the vines icon
		Thatch (palm leaves are the normal thatch material)
			- a leaf
		Bananas (along rivers commonly)
			- them yeller pod things
		Mandioca (inland on higher ground)
			- a brown tuber
		Curare (another vine, you're on your own to find it)
			- the vines icon
		Tobacco (also scattered and rare)		
			- a leaf

Some of these are essential for survival; others are optional in that respect, but should lead to discoveries that boost your score or give you capabilities you may want.  You really want to find one of each or trade with the other tribe to get all the technologies they allow, in the long run.  Lacking some will severely trim the research tree and stunt the tribe's growth.
		

			Active Wonders

After more testing I've made a few Wows active.  On the whole they are just too powerful and unbalancing.  And they screw up my resource allocations badly.  Most are buildable as a mechanism to create scoring.  Those will be obsolete when built.  Some will key from the normal tech threads, others will require special event based techs.  The active ones are:
The Great Drying Racks (pyramids), The Great Market Raft (colossus), O Cantico das Mulheres (hanging gardens), and O Rito de Paz (Eiffel tower).  Further testing may encourage me to adjust this more.

A lot of these are interpolations on common myth themes, rather than actual myths.  

The current list: (not up to date)

	The Great Drying Racks 		Due to a lack of salt, smoking/roasting is in 					reality the main meat preservation system.  Drying
					is more involved with salting since it's pretty 								humid for plain drying.  But it's something one sees
					once salt is available.
	A Cancao do Curupira 		"Song of the Curupira"	(These are sometimes 							cannibals, always evil.  They sometimes are
 					creatures or people without an anus also.)
	The Great Market Raft 		I have no idea if the aboriginal tribes used these,
					but they sure were common 20-30 years ago.  Manaus
					had (and may still have) a whole floating town on
					the river in front of the main city.  Floating docks
					are very common and practical, even essential, where
					the rivers fluctuate as much as these.
	O Cantico das Mulheres 		"Singing of the Women"	The Xingu, among others
, 					have a custom of women singing in the village 	
					square, the "patio."
	O Rito de Paz			Rite of Peace (Extrapolation from North American
					custom.  There was probably some sort of similar
					ritual and tobacco/is was smoked ritually.)
	O Mito dos Gemios			"Myth of the Twins" (A common theme in mythology
					in aboriginal South American peoples.)
	A Cancao da Esposa do Bebo		"Song of the Drunk's Wife"  (There are various tales
					involving those who drank too much or took too many
					halluciogens and didn't eat enough.)
	A Cancao de Guerra			"Song of War"
	O Mito do Primeiro Marubu		"Myth of the First Marubu" (a gimme)
	A Cancao dos Marubus		"Song of the Marubus" (a gimme)
	O Mito do Primeiro Tucuna 		"Myth og the First Tucuna" (a gimme)
	A Cancao dos Tucunas		"Song of the Tucunas" (a gimme)
	A Lenda do Rapaz e a Onca		"Legend of the Boy and the Jaguar" (Jaguars are
					the bad guys in South American myth often.)
	A Lenda da Esposa do Boto		"Legend of the Dolphin's Wife" 
	A Lua e Sua Irma			"The Moon and His Sister" (A common theme, generally
					leading to an incest taboo.)
	A Origem da Noite			"The Origin of Night" (Another common theme.)
	A Origem dos Rios			"The Origin of the Rivers" (Again, pretty common.)
	O Mito das Amazonas		"The Myth of the Amazons" (Scattered, but present.  	
					It often works into "battles of the sexes" stories.
					The Europeans gave it the name Amazon, but the 	
					legend (and male fear) of woman warrior is native.
	O Robo de Fogo do Urubu		"The Theft of Fire from the Vulture"  There are 
					various fire theft myths, often from jultures or
					Jaguars by a culture hero type.
	A Cancao da Moca Pintada		"Song of the Painted Girl"


Since there is little stone in this setting, and less metal, there is little material that will last.  Songs are a part of tradition that often persist, so the "song as wonder" will probably be a repeated theme in the complete list.  

I also won't feel quite as bad about using the same WoW icon for most of them this way.


			Scoring

The scoring will be Civ-normal: population, wonders, advanced arts & crafts (future tech), peace, etc.  And you start with -50 due to the barrenness of the landscape (no barbarians), but I give both playable tribes two starting wonders apiece so the score reaches the positive numbers a bit more quickly, allowing better comparative scores.  But there is no "win" for conquering the world.  Knock off the Mayuruna if you like, but you're better off trading with the other playable tribe if they build up enough.  I'm working on getting them to do that.




		More Than You Wanted to Know About the Milieu

The Water Color

Since MrTemba asked, the water color is what it is because that is often the water color (and it's my favorite water in the area).  "Black" water is heavily tanin infused but is actually quite clear.  If you dive and look around, it has a brown to red tint to it.  The other water in this area is "white."  That is water loaded with silt from the Andes, and is not clear.  You're lucky to see a foot through that.  There is another color, one green, which is also clear.  I'm uncertain why it's green as it's rarer up in the area I know so I have little personal experience with it.  The rivers flowing up from the South shield in southcentral Brazil are reported to be green.  I have seem some lakes with green water, but I'm not sure if it's due to the same causes, or is just a sign of a dense algae population.

Fishing tends to be better in black water on the whole.  This is probably because the fish can be seen more easily, which lets the fisherman know where to fish, at least.  The species in the two types of water vary also.  Some fish are rarely found in black water, others rarely in white, and some appear at home in both. 

The Terrain Monotony

The scale of this game is much smaller than normal for Civ II.  Most of the units represent a single person or creature.  Time passes in months.  A "square" is roughly a mile in dimensions, I'd say.  That makes the main river big, and they are.  The distance between tribes is collapsed (but still too far for the AI).  In reality, today, the Tucuna, who are along the main rivers, live a hundred miles or so from the Marubu, who are far up in the headwaters.  The Mayuruna are also in the headwaters, within 50 miles or so of the Marubu.  There was more contact between tribes in other areas of the basin than in this area, as far as I can tell.  Thy are very isolated.  At least one new tribe has been located and contacted in the last couple of years.

The forest is monotonous.  This is not because it's all the same, but because it's always different.  The only "groves" of one species of tree found commonly are those of the big palm swamps.  Even in these there is normally a mix of types of palm trees.  In the main forest there are hundreds, or thousands, of species of trees, and it's unusual to find more than one of each type within sight of each other.  So the forest is heterogeneous, rather than homogeneous, and thus, from a distance, it all looks the same.  There are slight variations between what I call the low forest and the high forest.  Some trees don't handle flooding well so those tend to be found on slightly higher gound.  The difference can be all of 50 feet of elevation.  In this area the hills rise a hundred feet or so maximum.

The main distinguishing terrain features are the streams, rivers and lakes.  Aside from those, it's trees.  Some trees may stand in water, some on floodplain, and others on terra firma, but mostly they look like trees unless you live in them and know some of them well. 


AI Unit Behavior

Due to the nature of the AI some anachronistic behavior was necessary.  The fish should not attack, but the AI tended to tuck them away in big piles which was not the behavior I wanted.  That led to long frustrating fishing expeditions followed by a single catch of almost every fish in the area when a pile was found.  That was a bit too much feast or famine for balance.  So they are agressive.  Suspend disbelief enough to suppose that the casualties to fishermen are due to mishaps on the water.  There is no swimming technology yet: there, it's justified.

The same logic drives the behavior of the caititu and anta.  Caititu might well be attracted to the outskirt of tribe settlements by the gardens, but they are a bit shy to attack.  When cornered they can do real damage.  Kechada packs are another matter.  I made the onca a bit unrealistically more apt to attack humans, but that is at least a natural predator.

The bugs are pests.  The pium are mostly a river phenomenon.  Ants are everywhere.  I chose army ants since those are known, and since they are _major_ pests if they come into an area where people live.  Fire stops them.  Fire is dangerous to the settlements too.  I think the behavior of both is as good as I'll get it.  The pium are seasonal, and they are really only dangerous to weak units.  The ants just keep coming, though there is only ever one ant unit.  When it's killed, another migration starts.  Pests.  Atmosphere.


The Units

The names of units and structures are mostly authentic with the occasional phonetic spelling change to better fit them into the game limits.  The words themselves are now Portuguese.  I suspect all of these are native in origin, however.  I know some of them are from Tupi roots, but am not sure about all.  I chose words that seemed to fit the Tupi pattern.

	Anta - The tapir, a large herbivore more closely related to horses than pigs or cows.  They reach several hundred pounds in size and the meat is much like beef, aside from a slight wild tang.

	Caititu - The white-cheeked peccary, an omnivorous pig-like beast running to about one hundred pounds or so, like its cousin the Quechada.

	Kechada (Quechada) - The white-lipped peccary is feared for its pack nature.  Where the Caititu is shyer and more apt to avoid humans, the large Quechada packs can pose real problems.  Of course, they also represent significant protein on the hoof.

	Onca - The American jaguar is not generally a threat to humans.  I needed another threat, so I made them a bit less shy and more apt to attack.  They aren't as dangerous as a pack of Quechada, but one on one they are the wild ruler of the Amazon basin.  Their only occasional enemy, aside from humans, is the anaconda.  They are rather fond of caiman meat. Superstition, or rarity (they are spread out with large territories) appears to discourage the use of their flesh as food.  I decided to make them a less valuable kill as a protein source, though there are other reasons to hunt them.

	Sucuri (Anaconda) - The largest snake in the new world, and arguably in the world.  They are a constrictor, and prefer the water.  They drown their prey as much as crush them. They are reported to reach lengths above thirty feet, and twenty feet is not an uncommon length.  They are not a real threat to humans, but I made them one as they are feared almost superstitiously.  They also like the grassy low-water islands where birds nest, plants grow explosively, and humans often come as a result, placing them in conflict at these times on occasion.  Though there is a lot of protein in a large one, again superstition or rarity makes them an unlikely protein source.  

	Jacare (the Caimans) - These are cousins to the American alligator but rarely get as large.  The black caiman is the larger, and may reach fifteen feet or so, but that size is unusual.  It is possible they more commonly reached large sizes before they were hunted to endangered status for their hides by Europeans.  They don't seem to consider humans prey, much in the same fashion American alligators do not, but that is not to say they will not attack.  They do defend their nests so when in close proximity to human settlements they are more apt to be a problem. While their tails are eaten, again they are not a normal source of protein.

	Pirarucu (or Arapaima) - A large, seemingly prehistoric, fish with huge scales and excellent, white flesh.  Their meat is so prized the fishing pressure has made them rare along the main rivers.  A typical fish runs one hundred pounds and twice that was probably not uncommon before modern techniques depleted their numbers ("decimated" means "reduced by one in ten," the situation is more like one in ten is left).  They gulp air, so can be spotted by this behavior.  They have been harpooned for some time now, but I expect they were first trapped and clubbed to death.  They were also caught with large gills nets in the recent past (illegal now, I believe) and using single hook setlines in the igapo (flooded jungle).

	Tambaqui - A large relative of the infamous (and over-feared) piranha, these are omnivors subsiting mostly on fruits, but supplementing that died with other small fish.  They live primarily in lakes (black water versus brown), run fifteen pounds or so typically, but range to twice or three times that.  The meat is richer than pirarucu, yellower, and they school.  They are speared, netted, and taken on setlines.  I suspect the first taken were also taken in traps.

	Surubim - A representative of the large hunter catfish that are commonly caught.  They are sleeker than most North American catfish, with long flat heads, white barbels, and skin shading from white bellies to light charcoal backs, with the varigated black lines of the tiger.  They can reach hundreds of pounds, but large ones probably run around fifty more often.  The meat is similar to pirarucu and it is considered a "name" fish on menus in South Brazil. These are definitely more agressive in the game than in reality, but the piraiba, the large maneater in the main rivers, is fairly apt to drag down a few people a year.  Can't swallow them in most cases, but is too dumb to realize that there's more than a single leg until it's too late.

	Boto - There are actually several species of fresh-water dolphins in the Amazon basin and its hard to say for certain if all are mythologized.  The larger pink one certainly is, and in at least one area the smaller Tucuxi dolphin is also.  The Indians saw them as fantastic creatures and mostly considered killing one to bring extremely bad luck.  They are believed (still) to bewitch swimmers by swimming beneath them, and tales exist of monstrous babies resulting from such situations.  Needless to say, they are not eaten.

	Curupira - A mythical sasquatch type being, tossed in since the tribes seem to always have some sort of example of it in their lore.  Descriptions I've heard are much like those of North American bigfoot, but maybe a bit smaller.  They bewitch and make captives of humans in some tales, and escaping them requires distracting the thing with a weaving of vines or thatch which fascinates them.  The name translates to something like "evil spirit of the forest," according to one source I found.  Mostly I wanted the land equivalent of the boto, for balance purposes.

	Monkeys - The monkeys were/are an important source of protein.  I abstracted them as killing one, or even several, was not apt to represent a surplus necessary to produce spare time for production or trade.  The largest are the wooly and black monkeys, but they only run up to fifteen or twenty pounds.  But they made a good forest resource square.

	Other fish - Fish is probably the single most important source of protein for both highland and lowland Indians.  The highland Indians consume far more meat than the lowland Indians, however.  The number of species has not been fully cataloged.  The plethora is such that perhaps this example might illustrate.  Most know of piranhas; that is not a single species, it is a whole group of fish.  I personally have caught at least four types: black (the largest, averaging five pounds or so), caju (the one most people are aware of, with the blunt jaw colored bright red), white (a more silvery fish with a yellow throat), another one I'll call red that is much like the white, except its throat is red-orange.  Mostly they are stumpy, but I have seen a longer sort, as if one were stretched out about 50% more.  All these have the same razor, triangular teeth.  The tambaqui and pirapitinga, both larger, are also very much like piranhas, except their teeth are more of a nature for grinding than cutting.  I could name fifty broad groups with some thought, I expect, and know that each group would have five or more types.  The diversity is massive.

	Birds - Birds are another important source of protein, but most are not very large. Arara (Macaw) feathers are an important source of ornamentation, and the carcass definitely goes into the stewpot.  The one bird that might be of significant importance is the Mutum or currosow, a turkey-ish bird, black, with an orange-red beak.  They are comparable to the wild turkey in size and are certainly prized as food.  That became another resource icon, since it's different enough to provide flavor.

	Bugs - Humans' single worst adversary in the Amazon is disease, many of which are spread by insects.  There are myriad types of ants, flies, mosquitos, wasps and more.  Often they are about in plague numbers.  One tiny fly of the no-see-um sort swarms when the rivers are low and bites mercilessly.  Many people's skin becomes mottled with tiny white scars as a result.  Army ants, fire ants, and worse pose real threats.  There are ants, wasps, and scorpions whose stings can put healthy adults in bed for days.  And there is yellow fever, malaria, typhoid, filaria, and more.  The Europeans, of course, brought measles, chicken pox, and others to which the tribes has no antibodies, and like in Mexico, Peru and North America, many died.  I wanted some bugs as pests in the game, but decided plague was unlikely as a major factor.  The bugs are there.  Not sure how well the AI will use them though.  It certainly prefers to make bigger things.

It was fun to think about the logical progression the Indians must have followed, though it's all my hypothesis.  They had no written language until very recently so there are only vague myths to work with.  The myths are dying faster than they are being recorded too, as the tribes mostly forsake their ways for modern life as quickly as they can.  Oddly, the tribes least apt to succumb to this urge are those Christian missionaries reach first.  Anthropologists grumble, but the missionaries do normally translate the Bible into the language of the tribe, in the process creating a written language for them, thus allowing the preservation of the language.  A side-effect is that the remembered myths an lore can now be recorded by the tribe itself.  The tribes not reached in this fashion most often simply learn Portuguese or Spanish and quickly drop their own language.  Those languages are gone.

But this posed some interesting issues for a technology tree.  Needless to say, I designed it from the humus up.  Tackling this made me aware of the weakness of this idea as a model of reality.  Most "progress" is not linear, but more of a fuzzy, feedback driven system.  Which came first, the idea of cultivation or the tool with which to cultivate?  One might immediately think the need (Necessity is the mother of invention) drives the tool production, but a few moments of pondering will show myriad examples of the opposite.  Sometimes a tool developed for one purpose suddenly suggests another use that leads to a new process.  Some connections are more reasonably obvious: the use of vines and creepers probably preceeded string and rope.  It seems unlikely the first tiers came up with the idea of binding after tehy twisted some plant fibers into a string.  It's more likely a hunter ran full tilt into a vine thicket and got tangled, and the proverbial torch appeared over his head.

How the knife came about where there are so few rocks is an interesting thing to ponder.  It was likely introduced, not parallel evolution in technology.  There are woods sufficiently hard to serve as knives for cutting meat and softer woods if given an edge, but with what does one do so if one has no knife, or axe?  I expect these concepts, and possible the articles themselves, were borrowed from tribes coming from the rockier areas.

Pointy things, on the other hand, are everywhere in the jungle.  Thorns are a major domestic production article; they come in many shapes, colors, and lengths.  The idea of the spear must have followed easily.  These could also lead to the idea of pit traps, set with stakes to impale the falling prey.  The natural gums of the chicle and rubber trees also resulted in snares for birds and small animals.  In addition, I know a falling cage type of trap was employed, and probably deadfalls were also.

Fish traps could easily follow in principle from the harvesting of naturally trapped fish.  Waterfalls are one natural example, with the fish trying to leap upstream stranding themselves at times.  Another results from the fluctuation of water levels.  Lakes and lagoons are formed, and dry down to ponds, and the fish are tightly packed and vulnerable to primitive methods such as clubbing.  With the idea, trying to reproduce the container naturally would lead to corral type traps made of sticks and logs.  To this day one can spot pallisade style corrals remote lakes and streams.  They are simple, and effective.

Thus my emphasis on trapping as a stable means of increasing resources and production.  However, the AI isn't smart enough to ever build a trap, making the AI's performance a bit under par.  It seems to mostly hang in there so the human player (assuming only one) can reach it and at least get in one trading session.  Giving it a few odds and ends, and maybe trying to push a food route into the first village might get it going.  I will play with it more.  I already downtweaked the food requirement before Tribal government (Monarchy) by one below my intent totry to stimulate it.  It may be hopeless as all the forest confuses it to no end.  The AI seems to pay attention to the underlying terrain type, not the actual production characteristics, but I might be wrong.

Farming is an iffy proposition in the jungle.  Flooding is an issue, and the soil is mostly very poor beneath a very thin layer of humus.  Slashing and burning is the normal mode, but this can only work for nomadic cultures, or for relatively small settlements that can effectively jungle rotate.  In reality, burning enriches the soil, but that fertilizer is used up in a couple of growing seasons.  I could not come up with a way to enforce this.  So I chose to make the basic clearing resources of the same quality as the forest, poor.  Historically most tribes did not make the leap to fertilizing (irrigation is an oxymoron where it rains almost every day... drainage is the issue), though many are aware of the utility of humus, rotting vegetation, in that role.  Old dugout are sometimes relegated to the status of planter, filled with humus, and used for spice gardens and such.

So here I did project a bit.  To actually make a large self-supporting settlement in the area requires advanced farming techniques, namely fertilization on a regular basis.  They could have used their own wastes, as the Japanese did/do, or used fish in times of superabundance (periodical fish migrations can yield a surplus), so there are possible means.  I allow these in the move from basic irrigation to the creation of the equivalent of farmland (rocas in game language).  Before larger villages are possible the tribe must learn to really farm.  Hunting can't yield food, in game terms, unfortunately, or I might have played with that more.  Instead I made hunting and fishing the major sources of production and focused the land usage in the early game on food production.

Which left trade as an issue.  Realistically there wasn't much trade where tribes were struggling to survive, but it had to be a very important thing for the development (as my discussion fo knives shows).  Today the rivers remain a major avenue for trade flow.  And it appears those lowland tribes close to rivers did have better communications, and perhaps actually grew faster.  One or the represented tribes, the Tucuna, is perhaps the largest in the basin, maybe due to their effective use fo the main rivers for communications.  Inland tribes have no easy way to stay in touch so probably splinter and develop separate languages, where the river-based cultures can remain more homogenous.  So the river/lake terrain retains some trade effects.  On the other hand, upland streams really add little or nothing to trade in the way of routes.  Going downstream is a problem due to all the junk, fallen trees, and thick underbrush that explodes anywhere there is no canopy.  Going upstream adds the strong current to the problem.  Then fish trapping would also complicate things.  So I decided there should be no normal trade bonus to what I called streams, rivers in game terms.  On the other hand, once the culture was a bit more advanced they could make a point of overcoming this by clearing the stream regularly.  So once they develop the technology to trap fish, I allow some trade bonises again for streams.  This is a trade-off to keep from having to use both fish trap terrain and navigable stream terrain.  Fish traps mean the stream is now navigable.  I also curtailed the movement bonus for following a stream, as that can be the WORST place to walk in the jungle.  Streams do serve as a major orientation feature, so they are used, albeit at a distance, as paths from one place to another, but not because it's easier walking. 

I dearly wanted to put in fish traps for lakes, but that single navigable water tile was too limiting.  I didn't want to make lakes a place for land units, and flip-flopping water and land meant all the farming fell away.  So, I'm stumped.  For now.  Maybe with trappers on a raft and terrain transformation there might be a way...

The event system drove me nuts.  It's unstable at best.  Some things work beautifully (the "instaporters", others not at all "unit move commands", and some are flaky (the "boxes" for createterrain).  I wanted to do more here, but I ended up having to count on the AI, which means the wildlife is a bit more aggressive than I would prefer.  But that does make the wildlife itself a better antagonist.

Balancing the highland tribe with the lowland one is complicated.  I wanted to have them balanced so two human players could compete within the milieu, while still keeping it as a solo rough simulator of sorts.  The wildlife is a bit of a foil, but the game begged a tougher challenge for later on (it was unrealistic to have the wildlife keep getting bigger and bigger, though I do a little of that by not throwing kechada packs and anacondas at the starting villages immediately) to force cooperation.  The game is not about the two tribes fighting each other.  It's meant to be set up so cross-pollination is very useful.  The highlanders hunt, but there is game in the lowland the lowlanders can learn to hunt, and vice versa.  Thus the victory conditions, and score, are not based on conquering the world. (I've tried to prevent the elimination of most of the computer players for mechanics reasons anyway.)  In fact, if either of the two tribes dies before late game, the other is less apt to score high, depending on which technologies they are lacking at the time the second tribe disappears.  In theory, both tribes can win.  Call me pollyanna... or call me supply-side economist.



Notes on Hacking .wav files

I thought this would be harder than it proved to be.  I used the Win98 sound recorder program and converted all the oddball formats to the right one (22k, 8 bit, mono, to be safe), then put them all in a separate directory.  I'd make notes on ideas, then patch together some backgrounds (bird calls, frogs, water) and add in the blows, screams, grunts where it sounded about right.  Use lots of interim saves as you build up the whole so you can go back if you decide it's not working and not have to start over completely.  Watch length, of course.  Long is big and it also slows game play unless it's a rare sound to be played.  Special units deserve special sounds, as do special events.  With more event room I'd have all kinds of back ground sounds coming at randomintervals (if that command ever worked right!), but I settled for attaching them to other events to keep the maximum content for size in the events file.  My rule of thumb was a second or less for the very common sounds, 2 for general combat stuff, and 3-5 for special combats and events.  I may decide this is too long when I see the final zip file size.

I know after this scenario I'll do a lot more unit planning in advance.  I must have rearranged my units at least three times, second to last to adjust for the special unit abilities that were affecting game play or sending up anachronistic messages, and the last (I hope) to adjust for the screwy sound support.  If you ever design a game, think ahead for scenario generation and make everything table based drawing from text or data files!  Microprose came close on this one, but blew it on a few things: road building costs, sound support, and special unit characteristics, along with some hardcoded improvements and WoW issues.  All those could be table based.  And should be!



Credits

In the "alpha" stage I got some helpful feedback from a few early, brave testers: Jesus Balsinde and Ed Boltz in numberous email exchanges, and MrTemba in the Scenario League boards on Apolyton.  Thanks, guys.

I expect to add more thanks to testers soon here.

The human icons mostly stemmed from modifications of those in the New World scenario in the FW scenario pack.  The curupira is a barely modified icon from the MoMjr scenario.  I also lifted a couple from the dinosaur scenario and used those as starting points for more modern critters (the jacare and pirarucu started as real prehistoric icons).  The terrain is modified from the basic game terrain, and in some cases my ground up drawing (palm forest and palm swamp, for example).  A few of the resource icons are stock, most of them I hacked together from scratch.

I ranged widely for sounds but found lots of appropriate ones right in Windows 98, in the wrong format, of course.  Some I used as is, others I mixed a bit.  Couldn't resist.  This is the list of sources I worked from, the results (mostly for my own reference):

	
	Movpiece.wav		Win98  A piece of (Dangerous Creatures program
					error.wav)
	Neg1.wav			Win98  (Nature critical stop.wav)
	Sucuri0.wav			Win98 (Dangerous Creatures program error.wav)
					(Sucuri created)
	Extra7.wav			Jules Verne (jv_Extra6.wav)
		(Sucuri1.wav)	(Sucuri dies)
	Custom2.wav			Composite based on New World (custom2.wav) &
		(Warcanoe.wav)	Samurai (custom2.wav)
	Cavalry.wav 		Composite of Samurai (custom2.wav) and
		(Warparty.wav)	(custom3.wav)
					(Warparty or hunt party attacks)
	Kechada0.wav		Win98 (Dangerous Creatures beep.wav)
					(Kechada pack created)
	Mchnguns.wav 		Dinosaurs (aircombt.wav)
		(Kechada1.wav)	(pecarries attack or die)
	Custom3.wav			Win98 (Jungle empty recycle bin.wav) twice plus
		(Pium.wav)		a Baseball slap (Baseball men command.wav.  	
					Sounds more like a horsefly, but it's annoying.  	
					There are nice irridescent green ones that bite
					like redhot needles...
	Spysound.wav		Win98 (Jungle close program.wav)
		(Drums.wav)
	Extra6.wav			Win98 (Dangerous Creatures default sound.wav)
		(Onca1.wav)		(Onca created, attacks or dies)
	Boto.wav			Win98  (underwater exclamation.wav)
					(Boto created)  
	(Drumbn.wav)		Civ (stock file, not in pack)
					(Boto slain)
	Cricket.wav			Win98 (Jungle question.wav)
	Bird.wav			Win98 (Jungle startup.wav)
	Extra7.wav
		(Jacare.wav)	(Jacare attacks)
	Extra4.wav			Midgard (extra3.wav)
		(Curupira.wav)	(Curupira attacks or dies)
	Swordfgt.wav		Samurai (custom2.wav)
	Infantry.wav		(Non specific human land units attack)
		(Hth.wav)
	Extra2.wav			Samurai (custom3.wav)
		(Archer.wav)	(Archer attacks)
	Aqueduct.wav		Another composite, this based on Win98 
	Newbank.wav			sounds with (Windows 98 empty recycle bin.wav)
	Bldcity.wav 		central, and the rest Baseball sounds mixed in.
		(Building.wav)
	Torpedos.wav 		Win98 (Underwater asterisk.wav) (fish with sub
		(Watrkill.wav)    flag set)
	Largexpl.wav 		Win98 (Underwater empty recycle bin.wav)
		(Fishkill.wav)
	Navbttle.wav 		Win98 (Underwater exit windows.wav) (fishers)
		(Fishing.wav)
	Custom1.wav			Composite of two of the above plus two more
		(Scout.wav)		from Win98 (Dangerous Creatures question.wav)&
					(Jungle question.wav)
					(Scout attacks)
	Elephant.wav 		Composite again.  Last half of Scout sounds, 			(Blowgun.wav)	with the cricket sound twice precceding, Civ's 
					own (Drumay.wav) for the puff.
					(Blowgun attacks)
	Jetcrash.wav		(Blank to override the anachonism)
	newonder.wav
	Volcano.wav			A sound for the capture of villages.
		(VilFalls.wav)		
	Storm.wav			I forget if this one comes from Civ or is
					from old web scrounging.
					(thunderstorm)	
	Menuend.wav			Composite of storm from web somewhere, with
					Win98 sounds and (Drumbn.wav) from Civ.
					Scenario intro atmosphere.

	(Can you tell I love playing with the sounds?)	


Ideas for mechanics came from John Possidente's book, "Civilization II, the Complete guide to Scenario building."  That's a great tool, though not perfect.  Further tidbits were garnered from the web.  The background notes to Brian's (where's the last name?) "Dagor Bragollach" were helpful with the impassible terrain issue and its use, though I never could make mine work so they were not attackable.They were out of the way enough, mostly, to not cause too many repeated kamikaze attacks.   I also plan to make use of his detailed notes on barbarian units in the future.  

Allard & Andrew's site (http://civilization.gamestats.com/aa/frames.shtml) and Jesus Balsinde's Spanish Civilization II site (http://www.geocities.com/Athens/Aegean/1514/Spaciv.htm) were both especially inspiring later in development.  Nice sites, nice scenario work, nice collections of useful tools.  Nice going.

And, of course, there's that great haven of Civ fans, the Apolyton Civilization site (http://civilization.gamestats.com/) with all its message boards, archives, and more.  Another super job.  I found it late, but I'm hooked now.

Feel free to use any units, terrain, or other ingame art for your own scenarios, with only a note crediting the source and in the case of units, leaving my initials in the transparent area.  Also feel free to modify them to your own needs, in which case they're yours, not mine, so initials can fall away.  This does not apply to the title graphic since that's made from Dad's picture collection with his special permission for this case.  

Dan Scheltema
72167.3415@compuserve.com



